XCOM 2
[WOTC] Rusty's Psionic
232 Comments
RustyDios  [author] 29 May @ 3:17am 
I don't think it is possible to have a psionics class rework and still train through the psi-lab. The way the psi-lab works and the UI and options per training are very limited to how the vanilla game wants it. This is why most class reworks of the psi-operatives follow this non-lab approach.

Sorry :(
PhilipFryJunior 29 May @ 12:25am 
I see. I'm curious, would it be possible to modify the configuration for Rusty's Psionics so that the class is trained through the Psi Lab instead? I fancy the class rework, but I feel that allowing soldiers to promote into it right from the start gives the player a bit too much of an early advantage. If it's possible to tweak the configs, could you kindly guide me through the process if it is possible?
RustyDios  [author] 28 May @ 4:15pm 
This class is a random promotion class from rookie to psionic. This mod also removes the psi-lab.

FOXCOM Psionics is a completely different way to play with psionics that requires the lab to train classes for additional psi perks. The two mods do not work alongside each other.
MrCloista 28 May @ 4:13pm 
I think you're misunderstanding how those things work. FOXCOM adds psi abilities to an existing soldier, it doesn't 'train' a rookie to a Psionic class. Rusty's Psionic is a normal class that just happens to be a psionic based class, it doesn't interact with the psilab at all.
PhilipFryJunior 28 May @ 2:53pm 
Hi, I tried using this with Foxcom 2 to train a rookie as a psi operator. But the psionic class still appears on the promotion screen as a choice. Is there any way to prevent it? I want to train a rookie as a psi operative, but don't want to promote a rookie as a psi operative.
This mod works with Chimera Classes? I'm new to modding in this game so i don't know so well
RustyDios  [author] 11 Apr @ 10:23pm 
Mr Cloista's Psi-op class changes most psi-stuff-perks to use a focus-required approach. His class should be used pretty much as the only psi-style replacement.
Wolflesskupo 10 Apr @ 5:29pm 
I am using Mr Cloistas Psi ops class. i think thats why i see double do you know if that would conflict with this one?
RustyDios  [author] 10 Apr @ 11:52am 
Are you perhaps running conflicting psi-class mods ?
Wolflesskupo 10 Apr @ 11:36am 
Hello, so im having a small problem. and thought i ask here to see if anyone can help. my Psi class units wont let me use there psi skills? says not enough Focus? but there is no focus bar for them? i also notive my Guerrilla tac school has two Psi classes.
john.spence 6 Mar @ 12:27pm 
Hi Rusty, Yes, the Psi Armor boosts the Psionic's will by 25, but when it is unequipped, it permanently lowers the soldier's MAX Will by 25, Thank you so much for pointing me to where to look! I won't be using the Psi-Armor any more.
john.spence 6 Mar @ 10:15am 
Hi Rusty,

I did not know about such a bug. I usually use Psionic Armor with the Psionic soldiers. I;kk try a couple missions without using the Psi-Armor. Thanks for the quick response.
RustyDios  [author] 5 Mar @ 8:22pm 
Most likely to be a bug arising from the EU-Psi Armour mod ? It should have been fixed by now, but that would be my first and only guess.
john.spence 5 Mar @ 3:03pm 
Hello Rusty,

I am in the late game, having happily played with this class to try it out. I have several psionic soldiers and three, but not all, are exhibiting a problem. Their Max Will is changing on the battlefield as is their Current Will. I have a soldier, for instance, after a battle has 29/29 will and another with -35/-35 will. If I use these soldiers on a mission, they become Shaken but rest does not solve the problem and neither can I put them into the infirmary for healing. The soldiers just become unusable.

Any idea why this might be happening? It does not happen with any other class, and does not always happen with Psionic soldiers. I do not see any similarity between the three affected soldiers that might suggest what is happening.

Thanks,

John
ScriptGenius12 19 Dec, 2024 @ 3:08am 
Thanks I will look into it
RustyDios  [author] 18 Dec, 2024 @ 6:18am 
OR .. rather than cause some form of panic with a huge warning label, know what mods you have and what they do and what their configs do....

Go into the XComClassData.ini of this mod and comment out (add a ; to the start) of the lines that reads [-SoldierClasses="PsiOperative"] and [!SoldierRanks=0] .. and then carry on playing :)
ScriptGenius12 18 Dec, 2024 @ 4:47am 
WARNING: In TLP missions, because vanillia psions are disabled, instead a soldier with a random modded class will spawn in with no abilities aside from Inspire.

Either disable RP everytime you want to do a TLP mission or replace it with another starting psionic class like psi rookies.
x-the-Andy-x 7 Oct, 2024 @ 1:09am 
not a problem. thanks for checking, i presumed it was RNG. just for Info. im running Proficency pack + a couple of plug-ins - bounty hunter + Rocketeer
RustyDios  [author] 6 Oct, 2024 @ 8:56pm 
pure rng.. and depending on what other class mods/setup you are using.. and what classes you have available vs what is in the XComGameBoard.ini ??? (not at pc to check actual config file)
x-the-Andy-x 6 Oct, 2024 @ 9:17am 
not sure if its rng, but around 80% of resistance op rewards for soliders is Psionics.
Epic Dovahkiin 28 Sep, 2024 @ 3:37am 
by far the best psionics overhaul i've used i'm loving the new class
Putte 23 Sep, 2024 @ 6:52am 
In relation to what Johnny Woo asked about gating psi operatives behind the Psi Lab.

Would it be possible to adapt the code from the training center preventing levelling the XCOM skil-line before its built to the Psi Lab? So that you can't assign skills to the Psi class before the Psi Lab is constructed?
RustyDios  [author] 5 Sep, 2024 @ 3:10pm 
That is the correct file (in this mod), look for the "RustyPsionic_AWCDeck"
Darquan 5 Sep, 2024 @ 1:26pm 
Playing LWOTC and cant figure out where the awc is to remove the blanks in xcomclassdata.ini. Looked for RustyPsionic but no luck, any help?
沧月流觞 29 Aug, 2024 @ 7:45pm 
I hope any simple set to adding Rank #8 to match the rest of the LWotC classes
Povuh 24 Aug, 2024 @ 5:24am 
UNLIMITED POWER! no more
Gwynbleiid 23 Aug, 2024 @ 2:41pm 
@RustyDios ah ok, I imagined it was for balance, but was wondering if there was a "technical" reason, thank you
RustyDios  [author] 23 Aug, 2024 @ 2:19pm 
To still give Advent a chance, lol!
Uncapped it's possible to just continuously build "class stat growth" PsiOffense. Leading to base numbers of 160+. When this is factored in with PsiAmp bonuses, PCS Bonuses, PsiArmour Bonuses, Perks, Cut-Content Psi boosting items... etc etc .... it can top out Psi well into the 300+ range. This is enough to Dominate even the final Avatars with their +150 "anti-domination" Will Boost.

That was broken, from a balance perspective, imo.

Base game Psi Operatives have a cap of 100, for class stat growth. I extended that a little to 111 for fun, and it is intended that this class closely resembles the base game units.
Gwynbleiid 23 Aug, 2024 @ 2:03pm 
@RustyDios can you explain why it needs to be a PsiOffense cap? Thanks for all your mods btw
Jonny Woo 10 Aug, 2024 @ 2:48am 
super cool) thanks for replying
RustyDios  [author] 9 Aug, 2024 @ 7:22pm 
Pretty sure I've answered that before, but can't even find my own comment!

It would be awesome to lock the class behind needing the Psionics Research or the PsiLab being built, to bring the power-spike these give back into balance.

However as the class is just a normal class there isn't an "easy non intrusive way" to set this is up to have requirements. If it was a HERO class I could gate it behind needing a covert action to find one or something. ...

However I do know that there is code floating around out there (Iridars Denmother/Keeper) that CAN dynamically change the NumInDeck and NumInForceDeck (normal class spawning chances) of a class based on conditions.. so I'll try and get in contact and see what we can do :)
Jonny Woo 9 Aug, 2024 @ 1:47pm 
Hi. Do you think it could be possible to have a psi lab construction as a requirment for psi operatives to appear? I hate that psi-operatives by default have to be trained like lab rats to level up, so I love idea of leveling them as all other soldiers with combat experience. On the other hand Firaxis designed it in the way that they apper later and require you to put in a lot to have them as class. So if this could be an option and not a huge piece of work, would be awesome. Thanks!
mdaniel 27 Jul, 2024 @ 12:27pm 
RustyDios thk you budy. Indeed it really confusing i hope the autor of the glaive mod change the behavior.
RustyDios  [author] 27 Jul, 2024 @ 4:25am 
Yeah. Thats not really a bug with this mod, but more with the Glaive mod itself.
Using TPS the glaive is upgraded into a more "passive" weapon.

As a Primary Weapon it should get the "Glaive Shot" iirc, but the swipe is a AoE passive/bladestorm like attack. As a Secondary Weapon it should get just the slash. It's a weird weapon and it got a little weirder after Altered updated it for TPS to be one combined weapon.

Using the original PS the weapon actually has two distinct versions for each slot, with an activated swipe and slash .... confusing honestly.
mdaniel 26 Jul, 2024 @ 8:32pm 
Hi Rusty, thk for all your mods. Im having trouble with the glaive mod weapon and [BETA] true primary secondary mod with this class. The slash and swipe ability with the glaive weapon doesnt appear in the bar, but if a switch back to the first original primary secondary it work
Sevethat 19 Jun, 2024 @ 9:33am 
Ah, yes, already subscribed to that, ty
RustyDios  [author] 19 Jun, 2024 @ 9:16am 
the Community Promotion Screen as noted in the required items
Sevethat 19 Jun, 2024 @ 9:08am 
What is the awesome updated version of "new promotion screen for default"?
RustyDios  [author] 12 Jun, 2024 @ 2:56am 
Salut. vous devez entrer les configurations et modifier le paramètre "trashtheoldlab" de vrai à faux. Traduit par google
Drex 12 Jun, 2024 @ 12:16am 
bonjours excellent mods^^ mais je me demandais que dois je écrire pour réactive le lab psi je suis nul en code
RustyDios  [author] 6 Jun, 2024 @ 1:42am 
Thanks for trying the class!

I'm sorry you felt it was an OP addition to your games set up.
"Balance" is the hardest thing to get correct in this game.
I'm 99% sure that everything you mention is config-editable in the respective perk packs already.
***** 5 Jun, 2024 @ 8:35pm 
Unfortunately this mod ruined my Legend Ironman run. It very much has the right idea, but adds crazy overpowered abilities like one that gives a 4-point shield to your entire squad for three turns (+18 hp). Absolutely ridiculous. The class already arguably crosses the line with new healing abilities (limit them to x1 use per engagement), phasewalk for very easy tactical positioning (maybe increase its cooldown by 1 turn), but the shield absolutely crosses the line. It MIGHT be acceptable if it were a weak shield of +2, or +3 but reduce turn duration time to two turns, but as-is the game is goddamn cakewalk and the class clearly superior to others by a mile. So...thanks for that I guess. I should have downloaded the other psy class which is the same thing but doesn't change any of the abilities. Too late now...

Sorry to shit on your hard work, and thanks for your other mods which are better.
RustyDios  [author] 3 May, 2024 @ 4:31pm 
Thankyou for the kind words
Scrivener 3 May, 2024 @ 3:56pm 
What a blessing this mod is. Not only does it solve one of the most glaring issues in XCOM 2, but it's also integrated with just about every other mod you could ever want to use with it right out of the box AND fully configurable.

I was able to take Rusty's framework and create exactly the class that I wanted with no compromises despite my 500+ mod environment. At some point, when I've had a chance to see how everything works, I might make a post in the LWotC discussion thread about my experiences getting the class to work there with all of my other mods.

For now, I want to thank @RustyDios for being a part of the amazing community of modders who allow us to tailor our favorite game to such a ridiculous degree for little more thanks than a barrage of questions and complaints here in the comments section. Thanks so much for this! It feels like I've finally "patched up" my last hangup with XCOM 2.
General Profit 17 Mar, 2024 @ 5:02am 
Great mod rusty though a small observation is the zombies don't seem to handle cinematic movement so well as their movement is so slow
Madzak 21 Feb, 2024 @ 4:06pm 
Thank you very much for clearing that up. I really appreciate your work on Xcom2 mods.
RustyDios  [author] 21 Feb, 2024 @ 12:21pm 
By default I don't think Soul Fire scales with PsiOffense
Soul Merge and Psi Reanimation (and Mind Control) are all mutually exclusive by default, you can only have one ongoing at a time. This behaviour can be toggled/tweaked in Iridars perk mods configs.
Madzak 21 Feb, 2024 @ 11:56am 
Also: Is Soul Fire not supposed to scale with psi value? I currently have 133.
Madzak 21 Feb, 2024 @ 11:32am 
I try to use soul merge as blue move, then psi reanimation in the same turn - but it does not work. What don't I understand here? The Psionic has previously cast insanity on a target (still active). Will is currently (64 minus 30) so 54%.
Mr.Nuke 19 Jan, 2024 @ 10:25am 
Thanks Rusty! Totally didn't want to disable any of amazing your work.